Mage Tower

The Mage Tower is a building that houses the magicians of Desktop Dungeons. Initially only the Wizard is available (after a cost of 150 to build the building). Further upgrades later unlock the Sorcerer and Bloodmage classes as well as various preparation unlocks.

Contents

Upgrades

Level 0 - Tower Foundation

This piece of the Kingdom has been staked out by a group of mystics for its arcane geographic properties and whatnot. In the proud tradition of wizards everywhere, they haven't actually done anything with it yet.

Cost to upgrade: 150

Level 1 - Wizard School

This is a humble magical abode. Its inhabitants regularly complain about the height, as their pointy hats tend to scrape against the ceiling.

Level 2 - Tower Of Magic

Flame Magnet: Grabs the BURNDAYRAZ Glyph from the dungeon and puts it in the player's inventory. If no such Glyph exists, a random one is selected.

Fewer Glyphs: Removes one Glyph from the dungeon, but the conversion values of Glyphs are increased.

Extra Glyph: Adds one Glyph to the dungeon, but the conversion values of Glyphs are decreased.

Monster: Unlocks the Goat monster and adds it to your base monster pool.

Level 3 - Sky Tower

The magnificent sky tower that the wizards call home is -- suitably enough -- quite inaccessible to anyone without the power of flight. This doesn't prevent the occasional hornet from flying in and causing widespread wizardly panic.

Challenges

Ancient texts report a great and mysterious source of magical power in the Deadly Death Bog. Unfortunately, a barbarian class has constructed an impenetrable stone fortress on the site and reportedly 'hates all of that magic stuff'.

After a few more futile attempts at correctly translating the ancient text, you decide that there's only one place that can unlock the true secrets of such a garbled script: the aptly-named Malfunctionarium. It can only be hoped that nothing will go horribly wrong while you're there.

The blobby, sentient jellies known as the Bloo Goo have been studied as a magical curiosity for a very long time. Your Kingdom's mages believe that they've discovered something new and valuable about these creatures, but they'll need to collect some fresh samples.

The tomb goes deeper, and the power of the Bloo Goo grows. There's a darker secret being kept here, you're certain, but you'll have to deal with the tomb's increasingly mysterious guardians if you want to uncover it.

Those who seek the darkest of power can only rise by stepping on those who have failed before. You are ready to begin treading the path. Be wary of the sacrifices you must make ... and be strong enough to accept the rewards.

It is said that the druids of the western forest guard a sinister artifact, stolen long ago from the sanctum of Dracul the Undying and hidden from those who would use it for evil. The opportunity to study this blade cannot be passed up, and it has been decided that you'll clear a path through Havendale to find it.

You have the blade, but you'll need to cover your tracks. It is said that one of Dracul's champions has been carving a bloody swathe through the west in search of this very weapon -- you must seize the opportunity to destroy your opponent before it realizes that you've become the target.